<html>
<head>
<script src="js/Three.js" type="text/javascript" ></script>
</head>
<body>
<div id="container"></div>

<script>
// stap1) camera, set the scene size
    var WIDTH = 400,
        HEIGHT = 300;

    // set some camera attributes
    var VIEW_ANGLE = 45,
        ASPECT = WIDTH / HEIGHT,
        NEAR = 0.1,
        FAR = 10000;

    var camera = new THREE.PerspectiveCamera(  
                VIEW_ANGLE,
          ASPECT,
          NEAR,
          FAR  );
// stap2) scene:                
    var scene = new THREE.Scene();
    // the camera starts at 0,0,0 so pull it back
   scene.add(camera);
     camera.position.z = +300;
    // get the DOM element to attach to
    // - assume we've got jQuery to hand
    //var container = $('#container');

    // stap3)create a WebGL renderer:
    var renderer = new THREE.WebGLRenderer();
    // start the renderer
    renderer.setSize(WIDTH, HEIGHT);
    // attach the render-supplied DOM element
    document.body.appendChild(renderer.domElement);

    // bol maken:
    // create the sphere's material
    // b.v: THREE.MeshBasicMaterial
    var sphereMaterial = new THREE.MeshLambertMaterial(
    {
        map: THREE.ImageUtils.loadTexture("https://lh3.googleusercontent.com/-mGTYed3Uh-E/AAAAAAAAAAI/AAAAAAAAAC0/3-lsVWZo1dI/s250-c-k/photo.jpg")
    });

    // set up the sphere vars
    var radius = 50, segments = 16, rings = 16;
    var sphereGeometry = new THREE.SphereGeometry(radius, segments, rings); 
    // create a new mesh with sphere geometry -
    var sphere = new THREE.Mesh(
       sphereGeometry,
       sphereMaterial
         );

    sphere.position.x=0;
    var s=1;
    sphere.scale.set(s, s, s);  

    // add the sphere to the scene
    scene.add(sphere);
    // create a point light
    var pointLight = new THREE.PointLight( 0xFFFFFF );
    // set its position
    pointLight.position.x = 10;
    pointLight.position.y = 50;
    pointLight.position.z = 130;
    // add to the scene
    scene.add(pointLight);
    // draw!
    renderer.render(scene, camera);
    
    requestAnimationFrame(render);
    
    function render(){
      requestAnimationFrame(render);
      
      sphere.rotation.y += 0.01;
      
      renderer.render(scene, camera);
    };
    
</script>
</body>    
</html>​